Heindal's Mini Games: Dungeonmasters of Wesnoth

Discussion and development of scenarios and campaigns for the game.

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Re: Heindal's Mini Games: Dungeons of Wesnoth

Postby Heindal » July 17th, 2013, 4:31 pm

Uploaded a new version as well as a multiplayer version. I also decided to keep the name "dungeons of wesnoth" for now. There was old addon with that name, but it hasn't been supported for a long time.

Our lich receives some company. You will now be able to play as paladin, which features new buildingoptions as well as new units, new strategies and new spells. The buildings have been realized as terrain and thus your enemies can destroy your dungeon rooms, leaving behind scatters. I tried to keep the Story funny, I'm not 100% sure if the sense of humour works for everyone. I did not mean to insult anyone, just wanted add annother funny little story. Have fun.
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Re: Heindal's Mini Games: Dungeonmasters of Wesnoth

Postby manurong » September 16th, 2013, 6:22 am

Hi Heindal,
Thanks for this add-on, it's pretty fun.
Here are some comments though:
- on the lich map, I dig so the good guys' route became much shorter; it also created a bottleneck, making the defense of the castle much easier. (Maybe you should add some undigable walls)
- after that my lich went right below the good guy's castle and could summon creatures right next to the enemy hero (it might be good to prevent the summoning in the fog).

- on the paladin scenario, the beginning was a bit challenging (in particular on my first try, when I had only peasants to oppose ghosts) but after a few ghosts the computer stopped sending me anything for a while and I could seize the bottleneck quietly. Then the computer started attacking again (with rats mainly) but at that time I had a huge force and defending a bottleneck against low level creatures was no problem.
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Re: Heindal's Mini Games: Dungeonmasters of Wesnoth

Postby Heindal » September 16th, 2013, 5:07 pm

Thanks for your feedback manurong and thanks for playing.

Yeah, I used the same strategy against the first enemy. On the other hand this can also be a very dangerous strategy as your enemy transforms into a stronger version and has better troops. Maybe I should just change the map a bit. Undigable walls are easy, as I can just use annother kind of wall.

The paladin thingy is odd. The beginning should be challenging, that was intended and forces you to deploy more powerful troops soon. When the blockdemon is defeated the lich should receive additional gold to recruit a wave of deadly creature, less likely rats. Proably the ai decides to take rats because of the cheap price, I will replace that with randomly choosen recruitment, which should be more challenging than.

However if you like you/we can play a round wildpeasantvsdevouringcorpses (tm :P), its the multiplayer version of dungeonmasters.
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Re: Heindal's Mini Games: Dungeonmasters of Wesnoth

Postby manurong » September 17th, 2013, 7:53 am

Thanks for the offer but unfortunately my ISP isn't reliable enough to play...

The lich strategy isn't that dangerous since I summoned my creatures behind the wall, it was actually pretty risk-free.
As for the paladin thing, maybe you misunderstood me: on my first TRY (and fail) I had only peasants to oppose ghosts but on my second try I had time to get some mages. And maybe there wasn't only rats (though I'm sure there were) but since I had plenty of resources by then it didn't make that much difference.
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Re: Heindal's Mini Games: Dungeonmasters of Wesnoth

Postby Heindal » December 1st, 2014, 10:42 am

This addon has been ported to 1.12. There is still the name issue, but I haven't changed that yet.
The addon is still available under the name "Dungeons of Wesnoth".

The Multiplayer Version has been ported too, I've just had to fix some bugs concerning graphics and space of lich.
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Re: Heindal's Mini Games: Dungeonmasters of Wesnoth

Postby Cugel » October 6th, 2017, 10:26 pm

(I sure wonder if Heindal, or any other developer for that matter, will read this after so many years)

This is a real fun add-on! Kudos! Too bad it has only two levels ("scenarios" in Wesnoth-Speak). I'd have loved for there to be more scenarios and all of them on the lich's side.

Does anyone know how this CAMPAIGN could be converted into an ERA, so one could play it with other maps, such as random maps?
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Re: Heindal's Mini Games: Dungeonmasters of Wesnoth

Postby Heindal » October 7th, 2017, 3:54 pm

Thank you for your nice words. Yes I'd love continue developing this campaign, too. And the story for this is already in my head for years now, but not on "paper". But at the moment I'm out of time, as I'm currently developing a rpg maker project I'm afraid. Maybe at the end of the year, when I have plenty of vacation. You can look into "wild peasants vs devouring corpses". This is a multiplayer version of this add-on.
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Re: Heindal's Mini Games: Dungeonmasters of Wesnoth

Postby Cugel » October 7th, 2017, 6:10 pm

Heindal wrote:Thank you for your nice words. Yes I'd love continue developing this campaign, too. And the story for this is already in my head for years now, but not on "paper". But at the moment I'm out of time, as I'm currently developing a rpg maker project I'm afraid. Maybe at the end of the year, when I have plenty of vacation. You can look into "wild peasants vs devouring corpses". This is a multiplayer version of this add-on.


Oh, cool! You got the message. Neat! :-)

I did try the "wild peasants vs devouring corpses" multiplayer add-on. I tried it in a local game against the AI, the way one can with eras, but it didn't really work. The opponent just sat there, not even doing the usual things the AI does (like recruiting troupes and sending them out). Real multiplayer games are not for me. I simply don't have enough time for those in my hectic life.
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Re: Heindal's Mini Games: Dungeonmasters of Wesnoth

Postby Heindal » October 8th, 2017, 10:36 am

Usually the ai should recruit troops, not building dungeons parts I'm afraid (I've coded that on one weekend and did not have the time to do more).
First it should sent zombies, than based on time it should increase it's attacks wave by wave. I'm quite sure that people play it together with friends, but feedback is almost not existing for this add-on. I admit it was coded in a rush.

A new version of should receive:

- a new chapter for both paladin and lich
- random dungeons with a random spawned enemy
- increased prices for research, as research should be taken over to the next levels
- recreate walls ability for lich
- build fortifications for paladin
- digger dwarf for paladin
- maybe a third faction (war chief or something like that)
- clean variable separation

This will take several days of free time to code.
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Developer of: Trapped, Five Fates, Strange Legacy, Epical
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Re: Heindal's Mini Games: Dungeonmasters of Wesnoth

Postby Cugel » October 8th, 2017, 7:39 pm

Heindal wrote:Usually the ai should recruit troops...


Well, I played the lich side (of course;-) when I tried the multiplayer addon, and the hero opponent never recruited anything. Thus it did not work out as an alternative to an era.

Would you mind, Heindal, if I tried my hand at adding levels ("scenarios") to my Dungeons of Wesnoth installation, or even tried the probably harder process of making an era out of it? :-)

(just for my own use, of course, not to publish it without your permission)
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Re: Heindal's Mini Games: Dungeonmasters of Wesnoth

Postby Heindal » October 9th, 2017, 8:01 pm

Feel free to do so, just credit me.
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Re: Heindal's Mini Games: Dungeonmasters of Wesnoth

Postby Cugel » Today, 6:58 pm

Heindal wrote:Feel free to do so, just credit me.


Cool! I did. I made 11 scenarios. I play-tested them, too. Lots of fun. After a whole bunch of add-ons I tried before, yours was he best! :-)

I ended up having to make some small changes to the helpmenu.cfg and utils.cfg file (and tiny ones to traps.cfg), though...
* some for cosmetic fixes (appropriate icons in the menu)
* one bug fix (game would crash when trying to summon critters that had been misnamed)
* getting all kills to increase the kills count (in the orig very few counted)
* and summoning-changes to better differentiate the non-lich side from the lich side (on the lich side I replaced the aqueous summons with a Blood Bat) and to remove some menu-overfilling critters that had no use or don't actually exist (at least in my version of Wesnoth: 1.10).

All my 11 scenarios are for the lich side of the campaign. I modified the start script of the 1st scenario to allow players to skip ahead to the next lich scenario (as they may have played your scenarios already) or play your original as a "tutorial". I parked your non-lich scenario in a subdirectory. As it stands, there is no option to get into it.

If you'd like me to upload this to the server (giving you credit, of course), I guess I'd have to do so under a new campaign name since I (A) am unsure if scenarios can be uploaded independently as a package and (B) because of the small changes I had to make to the campaign to make the game play work properly (like the kills count, for instance, since a sufficient kills count is important for my scenarios to work properly).

Alternatively, perhaps I could send you the modified campaign for you to cannibalize what you can use for your own future update of Dungeons of Wesnoth.
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